Video Game Designer

Chapter 445 Don't teach others how to play games

In fact, some design bugs in the game, as well as the gameplay that they strongly recommend are ignored by the players, but they are liked by the players as an extra gameplay. This kind of thing is very normal.

For example, the plumber Mario, which is familiar to players all over the world, in the most classic Super Mario in 1985, there is a bug about jumping, but this bug is still very popular with players, and was later used by Shigeru Miyamoto and Nintendo. The development team planned it as an official skill setting in the game.

There is also a similar coincidence in the rocket jump in Thor's Hammer, which uses the reflection of the rocket to jump farther. Many FPS have similar operations.

Among them, the Counter-Strike game under the early V agency still used the rag doll system in the early years, and even this operation was allowed in official games. One person squatted and the other jumped on the heads of teammates, and then the people below shot and used it. Teammate damage sends the teammate above to a place that normal jumps can't reach.

Although this is related to the game's ragdoll engine system, it has to be said that this is also inspired by the idea of ​​"Rocket Jump".

In the later games, although things like friendly injury promotion were mostly canceled, the operation of rocket jumping was firmly used in many games, and even became a skill by default.

It has been suggested that most game makers have such an idea, that is, they change their design ideas because of players’ factors. For example, if some players hate a certain element in the game, you should change it; element, you go to increase him.

But this is not completely correct in Chuhe's words. As a game developer, never challenge the player's bottom line, and don't doubt the player's upper limit.

The former is easy to understand, that is, if you don’t call for the game, let them give up the game.

There are also various reasons for giving up. It may be because the heroine is not good-looking, or because she doesn’t like this type. Of course, most of them are driven away by krypton gold designs without a bottom line. Let me give you the most obvious example. Probably EA's Star Wars 2, and Andromeda.

Although the cooperative relationship with EA is very good, Chuhe also has to admit one thing, that is, EA's development of its own projects in recent years can be regarded as a typical negative textbook in the game industry.

Oh, by the way, for such a big IP as Diablo, instead of choosing an orthodox PC sequel, Blizzard, which was the finale of the carnival press conference, is also included in the krypton gold mobile game.

These two stocks, which had fallen like an avalanche before, fully told their colleagues in the industry what it means to die.

Players are fragile, a little unsatisfactory, they will leave the game and abandon you.

But players are also loyal and have great perseverance.

For example, EVE players, in the case of banning third-party Chinese plug-ins, faced with an international server with no Chinese but only English, Huaxia players actually learned English to play the game by themselves, instead of choosing "Spicy chicken is happy, I don't want to play anymore" 'This kind of behavior, what kind of terrible perseverance is this?

There are also hot liver players, you don't even know how many livers these players have.

According to the data of the game planning and design, players need a month to reach the level, and these players will reach it in a week after they explode.

In the internal team of The Last Survivor, the multiplayer mode of the game has been tested for a period of time. In the case of ignoring the fact that players are not interested in the development mode, it includes elements such as normal exploration, collection, combat and replenishment. According to the internal test data, the player's game progress is obviously much happier.

"The fun of the players is beyond our imagination. Some things seem very boring to us, but they are very interesting to the players; and what are interesting to us are very boring to the players." Chu He laughed said with a smile.

Things like speedrunning games.

Among the last survivors, these achievements have not been achieved through records, but there are still many players who enjoy posting screenshots and videos of their world clearance on social platforms such as forums, INS, and Twitter.

From the perspective of game producers, this is obviously a very boring behavior, because the pursuit of speedrunning shows that players don't care about any side plots, explorations, including the main plot, and they can skip everything.

But for players, they find it quite interesting and awesome.

"According to the original rhythm, don't worry about too many things, how to play the game is the player's business." Chuhe smiled and said to his subordinates.

There's nothing about catering to the players and launching content, or forcefully modifying the game settings to let the players go their own way.

This method of teaching players how to play games has already been verified by many seniors in the game industry how effective it is.

And most of those predecessors have been filled with cement and sank to the bottom of the Huangpu River.

Talked to the last survivor team, as well as Amy and Gila in the United States about the follow-up development work, and then Chuhe had to go to Shanghai.

Chuhe himself was also one of the attendees of the first independent game project held by Tianhe Network, Penguin, major domestic game media, and some related companies.

This event can be regarded as an upgraded version of the previous China Star cooperation between Tianhe Network and Wegame, but it is not limited to Tianhe Network and Wegame.

Many invitations to this kind of similar activities are sent to Chuhe every year. Except for some official activities, it is really hard to shirk, and most of them refuse to go to the Chuhe meeting.

It's just that this event is a bit different from the previous ones, mainly focusing on marketing, game development technology, and subsequent releases to provide experience and corresponding support for domestic independent game teams.

And this time, the initiator and Chuhe have met once, and the senses given to Chuhe by the other party are not bad.

Meng Xiansheng, the big boss behind Wangyuan, experienced the failure of the Shenwu series. At first, Meng Xiansheng approached Chuhe to learn from it. I want to follow the path of Gu Jian Qi Xia.

But the way of Gu Jian Qi Xia is not so easy to imitate.

Although Gu Jian Qi Xia was profitable at the beginning, and it was still a cash cow, most of it came from peripheral products such as film and television, and the profit of the game itself was not that big.

Coupled with the name blessing of Tianhe Network, and the first large-scale investment in Huaxia Style Games at that time, it achieved good sales.

With Gu Jian Qi Xia Zhu Yu in front, although a lot of resources have been invested in network elements, the quality is almost the same as Gu Jian Qi Xia. Although it has achieved good sales and word of mouth, it has not earned as much as expected. If it doesn't have its own platform, and it is still published by itself, I am afraid that it will lose money in terms of game revenue.

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